[LPF] Mopping Up

Heinrich conveys what he ascertains of the rune.

The rune appears to be blood that was somehow etched into and embedded in the otherwise perfectly smooth black surface. There does appear to be some kind of magic on the stone that lets in serve as a door with the right spell for a "key", but what that "key" might be is not known to you. It occurs to you that there is someone in Silverton who would have a better chance of knowing

he then follows third in line
 

log in or register to remove this ad

Tonris satisfied to take up the rear of the pack follows the others up the stairs with Rex in tow. He however does find it interesting that Ni is more interested in fighting the bats than the lizards.
 


Sneaking quietly up the stairs, Arianna discovers that there is just enough of the floor left to exit the staircase. The rest has crumbled away with the remainder of the tower corner.

[sblock=Round 1]
Level2Round1.jpg


Arriana 25(20)/25(20)
Compy 15/15
Heinrich 18/18
Ni 23/23
Tonris 30/30

Shocker Lizards DC 26 Perception check to notice moving about as you come up the stairs[/sblock]

OOC: The party is up. You are not yet aware of the fact that the shocker lizards are aware of you.
 
Last edited:

Ni comes up the stairs cautiously, both for the dilapidated condition of the tower and for the as-yet unseen cornucopia of dangerous animals they'd been warned of. Palming his flask, he says, "I have an extra of these, Lady Arianna, which you're most welcome to make use of, if you'd like, of course, of course." Looking around nervously, he waits for Arianna to continue forward.

[sblock=OOC]Arianna is welcome to one of Ni's flasks if she'd like; he still has yet another on the currently-unsummoned Lu.

Holding position until Arianna makes her move.[/sblock]
nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/23
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +3, Will: +4 (+6 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 8/9
Spells:
- 0: Infinite
- 1: 4/4

Active Magic: None

Eidolon: Unummoned
HP: 10/10
Eidolon AC: 18 (Touch: 14; FF: 15)
CMB: 0 CMD: 13 Fort: +3 Ref: +5 Will: +0
Perception: +17
Initiative: +3

Natural Weapons:
- Bite:
+1, 1d6[/sblock]​
 

Arianna moves in (I4), sees a couple little lizards. Recognizing them as shockers, she lets her speargun bolt fly. "Shocker lizards against the wall. Favorite pets of storm wizards."

[sblock=mini-stats]Arianna Mermaid ~ Perception +4, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 25/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 25
, Current AC: 14
CMB +1, CMD 13, Fort +4, Reflex +3, Will +8 . . Move 10'
MW Long Spear +1, d8 with 10' reach
MW DW Spear Gun +3, d8
Dagger +0, d4 or thrown +2, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 2 potions of Cure Light Wounds, (in scarf)
. . .... . . . . . . . 1 potion of Summon Eidolon, (in scarf)
. . .... . . . . . . . 1 potion of Lesser Eidolon Surge, (in scarf)
. . .... . . . . . . . 0vial of Acid (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance
. Orisons: unlimited Stabilize, Guidance, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Channel Positive Energy: 7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +12, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 25/20, AC 15, 11 T, 14 FF, Init +1
Current HP: 25/20, Current AC: 19
CMB +6, CMD 17, Fort +4, Reflex +2, Will +8 . . Move 30'
Claw/Claw +6, d4+6
MW Longspear +7, d8+6 with 10' reach
MW Darkwood Speargun +4, d8
Dagger +6, d4+4 or thrown +3, d4+4
Jolt +3, d3, RTA spell

Active Enhancements: Evasion, Mage Armor
In hand: speargun[/sblock]
 
Last edited:

Tonris enters the room assuming his allies allow him to. Once inside he attempts to locate the shocker lizards that Arianna seems to have noticed. Unfortunately he doesn't seem to notice them off the bat.

[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Hit Points: 26 Current // 26 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy; Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 

As Arianna shouts out her warning and Tonris comes around the corner, they both see a large pool of water where the floor has sunk in, as well as the shocker lizards. Unfortunately, the lizards knew someone was coming and started moving as soon as Arianna appeared. When Tonris appears, but before the compy can catch up, they release a surge of electricity that fills most of the room with miniature crackling lightning bolts.

[sblock=Round 2]
Level2Round2.jpg


Arianna 25(20)/25(20)
Compy 15/15
Heinrich 18/18
Ni 23/23
Tonris 30/30

Shocker Lizards
Green 6 damage
Yellow[/sblock]

OOC: The party is up. I need DC 12 Reflex saves from Arianna and Tonris. If you fail, take 15 points of damage, if you succeed, take 7. Ni and Heinrich can take a standard action from round 1 if they wish in addition to the move action I had them take to simplify the map updating.
 

just as Arianna shouts out her warning a cascade of lightning showers the room, Tonris reacts trying to get out of the way of several of the lightning bolts meanwhile Rex scrambles to try to hide behind Tonris' much larger body so as to avoid getting hit by the lightning... Tonris manages to evade the worst of the lightning bolts, meanwhile Rex is more than capable of staying in step behind Tonris and thus staying out of the blast zone of all of the lightning bolts. Tonris was caught by surprise but being quick to react to such things he swings back and begins weaving and chanting a spell that is sure to catch one of the shocker lizards off guard.

[sblock=Actions]Reflex Save
Standard: Cast Ear Piercing Scream on nearest Shocker Lizard Requires a Fortitude Save with a DC of 15 in order to negate Daze Effect and to take half damage. Otherwise the Shocker Lizard will be dazed for 1 round and will take the full 2d6 damage.[/sblock][sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Hit Points: 19 Current // 26 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy; Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 
Last edited:

Arianna drops the speargun, draws her longspear and jabs the lizard in the side. "Now you know how they get their name!"[sblock=actions]Evasion and saved=no damage, free drop speargun, move draw longspear, std hit[/sblock][sblock=mini-stats]Arianna Mermaid ~ Perception +4, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 25/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 25
, Current AC: 14
CMB +1, CMD 13, Fort +4, Reflex +3, Will +8 . . Move 10'
MW Long Spear +1, d8 with 10' reach
MW DW Spear Gun +3, d8
Dagger +0, d4 or thrown +2, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 2 potions of Cure Light Wounds, (in scarf)
. . .... . . . . . . . 1 potion of Summon Eidolon, (in scarf)
. . .... . . . . . . . 1 potion of Lesser Eidolon Surge, (in scarf)
. . .... . . . . . . . 0vial of Acid (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance
. Orisons: unlimited Stabilize, Guidance, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Channel Positive Energy: 7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +12, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 25/20, AC 15, 11 T, 14 FF, Init +1
Current HP: 25/20, Current AC: 19
CMB +6, CMD 17, Fort +4, Reflex +2, Will +8 . . Move 30'
Claw/Claw +6, d4+4
MW Longspear +7, d8+6 with 10' reach
MW Darkwood Speargun +4, d8
Dagger +6, d4+4 or thrown +3, d4+4
Jolt +3, d3, RTA spell

Active Enhancements: Evasion, Mage Armor
In hand: longspear[/sblock]
 
Last edited:

Into the Woods

Remove ads

Top